So, if Core 1A/B ends up implemented. People should be ready for either:
A. More stomps.
B. A -very- large score spread between Win/Loss. Possibly negative matchscores on bad losses, low scores on all losses.
Let me explain:
To factor anything close to WLR out of a match's outcome, you can only have a sum of 0 for a WLR of 1.0.
Then the deviation becomes (WLR - 1) * matches played. Let's call this pseudo WLR. Since we cannot get WLR, pseudo WLR is the best approximation. I'll refer to that desired pseudo WLR as (W+L)n
To account for (W+L)n, Core 1 needs to have a delta of Loss Bonus and Win Bonus that is significant vs the match score.
So the important value for Core 1 is the spread between Win and Loss bonuses.
Here's an example for 4 player. 0.9 to 2.0 WLR. WLR, 2.0 representing a group player.
Proof (using Core 1 logic):
If win = +100MS, loss = -100MS, Delta is 200MS, match avg 0MS (example kickers)
WLR 1.0 : (W+L)n = 0 * matches played = 0
WLR ~0.9 : (W+L)n ~= -10 * matches played => player goes lower in PSR until he starts winning more, trending towards 1.0 WLR. Worth about 20 DMG per match.
WLR ~1.1 : (W+L)n ~= +10 * matches played => player goes higher in PSR until he starts losing more, trending towards 1.0 WLR. Worth about 20 DMG per match.
WLR ~2.0 : (W=L)n ~= +100 * matches played. Worth about 200 DMG per match. Ok, not bad, we get some upward movement here but a good pug with 1.0 WLR will move with them.
If win = +50MS, loss = 0MS, Delta is 50MS, match avg +25MS (current kickers)
WLR 1.0 : (W+L)n - 25 = 0 * matches played => Player doesn't move.
WLR ~0.9 : (W+L)n - 25 ~= -2.5MS * matches played => Or worth about 5 DMG per match.
WLR ~1.1 : (W+L)n + 25 ~= +2.5MS * matches played => Or worth about 5 DMG per match.
WLR ~2.0 : (W+L)n + 25 ~= +25MS * matches played => Or worth about 50 DMG per match.
This brings the question of: How important is WLR? Well, more so than match score according to Ref A. 200MS spread is significant, yet still has a limited effect. We're talking about 10% of an average player's match with 200MS spread. If the WLR is 0.99 the (W+L)n effect is statistically very small and therefore pretty much hidden in the PSR global score. With a 50MS spread, it would take a 0.99 WLR a 1000 matches for his WLR shift to be worth 250 match score !!!
Again, when I play grouped up for instance, my damage is on average 100-150 lower than solo because we share the high damage output among the group better. With that into account, a 50MS spread between Win and Loss means I actually go relatively down in PSR when grouping up with Core 1! Even if we win a -lot- more.
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That being said, Core 2A, 2B and JayZ's A,B suggestions take Win/Loss into account on the PSR shift directly and are based of the team's performance, no problem here for (W+L)n accounting from matchscore. This is preferable since (W+L)n becomes independent of matchscore kickers for win/loss.
With Core 2's JayZ included, WLR vs avgMS gains can be adjusted separately, without playing with the kicker values for 3 months. And you can deal with large PSR shifts while still making players feel good and fairly assessed at the end of the match.
However, JayZ's 2C is a hybrid solution. Slightly less favorable since PSR formula and Matchscore are not independent anymore.
Ref A. Nightbird modelled matches over time and PSR, findings were that WLR is the #1 parameter to reduce stomps. So it should be weighted heavily because heavy shifts from (W+L)n will mean a discriminating PSR (good discrimination here) and better balanced matches quicker.
Edited by Cluster Fox, 22 June 2020 - 10:27 AM.